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DraconPyrothayan

Has anyone used Jan Ors yet?

26 posts in this topic

I can't seem to find a post in this forum about a fleet build for her, so I'm throwing one out. Please share yours and/or your comments on mine!

Jan Ors [25]+ Nien Nunb [1] + Blaster Turret [4]+ [1 point Pilot Skill]=31
Ibtisam [28]+ Push the Limit [3]+ Heavy Laser Cannon [7]=38
Blue Squadron Pilot [22]+ Fire-Control System [2]+ Heavy Laser Cannon [7]=31

 

With this, you get the opportunity to shoot for 9 dice over 2 salvos with quite a few re-rollls at range 3 with a secondary weapon.

If the opposing ship doesn't have high evasion on its own, this ought to melt them, even if it has 12 total HP (I'm looking at you, HSF fleets!) With that kind of meltage on the first round of attacks, the lack of agility on my end shouldn't be that big of a deal, compared to the damage I can dish out.

 

Any suggestions? What do you use YOUR Jan with?

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Jan Ors + Ion Cannon Turret + Nien Nunb (31)

Biggs + R2-F2 (28)

Wedge + R5-K6 + Advanced Proton Torpedos + Marksmanship (40)

 

So far this list has worked well for me, Wedge consistantly punches with 4-6 dice, Biggs flying cover.

 

 

 

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I ran successfully with:

Jan Ors + Chewbacca + Ion Turret (34 points)

Dagger Squadron + Heavy Laser Cannon + Fire Control System (33 points)

Dagger Squadron + Heavy Laser Cannon + Fire Control System (33 points)

Nien Nunb I had decided didn't add enough so went with Chewbacca instead, but I wasn't feeling convinced by the build. I think I would prefer to try something like this next:

Jan Ors + Ion Turret (30 points)

Dagger Squadron + Heavy Laser Cannon + Sensor Jammer (35 points)

Dagger Squadron + Heavy Laser Cannon + Sensor Jammer (35 points)

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Looks like a good list, DraconPyrothayan, but with that last point for Jan's EPT I would change that Blaster turret for an Ion Cannon Turret. That way you can use your Focus to modify attack dice. Otherwise you'd just be throwing unmodified dice. Well, I suppose you could Target Lock without attacking one round, and then Focus and attack with the turret on the next. Especially if all your targets are at range 3. If that's how you want to fly it I can see it working.

 

I was trying to figure out a way to get Assault Missiles to hit hard, and Theorist came up with a fun idea:

 

28 Jan Ors w/ SqL + Nien
25 Green w/ Deadeye + AssaultM
26 Garvin
21 Rookie

 

- See more at: http://teamcovenant.com/theorist/2013/08/27/countering-the-imperial-swarm/#sthash.UHHEcRbW.dpuf

 

I haven't tried it, but it looks like an interesting list. Jan has no turret, so ideally she's not even a target, but with Nien clearing the stress that her ability causes, and Squad Leader helping to make the bonus attack die from her ability hit harder, she starts to become a nuisance. Of course, while your opponent is busy taking her out, Garven is still passing his Focus token to Green and Rookie who can deliver some hurt.

 

Oh, and the main event is the opening salvo/alpha strike/whatever you call it:

  • Green takes Focus
  • Enemy comes into range
  • Garven takes focus
  • Jan uses Squad Leader to give Green a lock on an enemy
  • During combat, Garven gives his Focus to Green
  • Green spends Focus (Deadeye) to launch Assault Missiles with Jan's bonus attack die, and still has a Target Lock and a Focus token to spend to modify those 5 attack dice

 

I haven't flown it yet, but it is definitely on my list of things to try.

Edited by Parakitor

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Nice idea with those missiles :)

 

I'm using Jan very often right now, and I belive she's the best pilot in this wave, maybe on par with Ibtisam ;) The ability to boost allied attack without even taking an action is almost broken. I'm taking her with Ion Cannon to maximize her supportive role. I've alco considered Squad Leader or Swarm Tactics, but I fell too strong urge to protect her awesome ability that my Jan won't leave the hangar without determination :P My usual 100 point list is as follows:

 

Jan Ors (Determination, Nien Nunb, Ion Turret) 32p.

Ibtisam (Push the Limit, Heavy Laser Cannon, Sensor Jammer) 42p.

Garven Dreis 26p.

 

It's relatively action-efficient and quite survivable. Obviously, Ibti is the highest priority target, but SJ and her reroll both make har surprisingly survivable. An Jan - well, she has done great job allowing Ibti to one-shot Soontir Fel at Range 3 who only took Focus 'cause he felt safe :P And her Ion aspect is also crucial, especialy mid-game when with careful positioning in the crowd you can get really advantegous by setting enemy's moves :P

 

So, well, yay for Jan Ors! :P

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   I used this squad, greettings.

 

*Ten Numb

 -Fire-Control System

 -Autoblaster

 -blank.gif?v42Expose

*Blue Squadron Pilot

*Jan Ors

 -Determination

 -blank.gif?v42Blaster Turret

 -Recon Specialist

 -Moldy Crow

Edited by Kaxel Vofer

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I like this build. I've flown it and it works real well.

Wedge Antilles (31)

R2 Astromech, Adrenaline Rush

Jan Ors (32)

Determination, Ion Cannon Turret, Nien Nunb

Ten Numb (37)

Advanced Sensors, Marksmanship

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I really like some of the lists I've seen here. I posted this one elsewhere on this forum but finally got a chance to use it. It worked pretty well. It got a little closer than I wanted at the end but I ouutlasted him. Its definitely not a typical use of a HWK because it had no turret or secondary weapon.

Chewbacca w/ Draw Their Fire

Jan w/ Swarm Tactics

Blue Squadron w/ HLC

My intent was to use the extra dice primarily w/ the B-wing (as someone said when I posted it - probably overkill just to get the extra die). Turned out I had a perfect opportunity to give the extra die to Chewie who was able to 1-shot Turr Phenir w/ a Stealth Device.

My opponent ended up killing Jan 1st partially because that's who he could take out the easiest based upon ship positioning. I don't know if it would have ended differently if he would have left her alone and gone after the other two first given the circumstances.

Edited by Galactic Funk

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Has anyone tried Jan with a decked out HSF? I haven't tried it yet, seems like Han would be a beast with an extra die and marksmanship and gunner. Chewy as a crew member to help him survive longer as he'd clearly be a big target. Anyone with experience on it, or just general thoughts?

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HSF and Jan would be a two ship build and I would go all out to kill Jan quickly then overwhelm the Falcon after that. HSF is just nasty whatever you pair him with, but with the new found love of missiles and torps in wave 3, dropping Ors early wouldn't be that hard.

 

Then it comes to can I strip Han's shields and hull before he takes out my ships. 4/5 dice Han is good, but that is all you get, so the list isn't heavy on firepower. That firepower lessens further after Ors is dead.

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I tried this squad once

 

Rookie X-wing X3

Jan Ors

  Ion Turret

  Moldy Crow

  Flight Instructor

 

I flew it against 2 tempest, 1 scimitar and Jonas.  I thought it was doing very well, taking out 2 tempests before they got their ordinance off while having 2-3 points of damage on 2 of my Xs.  Then the Bombers hit me hard and I just collapsed, loosing all 4 ships before he lost an additional one.  It seemed solid, but since it did not fair well, I want to try it against another squad and see if I need to replace flight instructor and/or moldy crow.  Maybe replace an X with an one or two As for missiles and/or other upgrades.  I am thinking to many point squads are on Jan (37) and I would be better served spreading that around.

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Ors appears to work best with high PS pilots so they can shoot first and remove opponents before they can fire. Low PS pilots leave Ors as the primary target.

 

Take the list I posted above, Wedge and Nunb are both dangerous as is, so do you take time to kill Ors and face those two unharmed or do you take out one of them whilst Ors boosts one of them?

 

Ors needs to be in a list where she isn't choice 1 to kill :-)

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I have a list that I've come up with, but haven't had a chance to try yet:

 

Jan Ors (HWK-290) 30pts total

-Nien Nunb

-Blaster Turret

 

Biggs Darklighter (X-Wing) 28 pts total

-Stealth Device

 

Rookie Pilot (X-Wing) 21 pts

 

Rookie Pilot (X-Wing) 21 pts

 

So flying in formation for at least the opening salvo, Jan gives a bonus die to an attacking X-Wing, Nien gives her more ways to remove stress, the blaster turret gives her a little bite herself, and Biggs keeps the heat off of her while being harder to hit himself.

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I ran Jan w/ Wedge, and a Blue against a four interceptor list. I didn't lose a ship. 

I also ran it against Vader, Soonitr, and a couple of TIE's. Barely won with the Blue being the sole survivor with one hull point left. 

 

Both games had a lot of mistakes made by myself and my opponents, so I feel the list definitely needs more testing. But I had fun flying it. It was hilarious having Wedge fire off an APT that was also boosted by Jan's ability. 6 attack dice is pretty much a guaranteed kill. Soontir took it right in the face. Total overkill but fun to do. Lol

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I just found out from another thread that you can still get Crits on a Heavy Laser Cannon, if you manipulate the dice after the initial roll. Like, if you rolled a hit and two crits, HLC would force the two crits to become hits, but this happens before a theoretical Mercenary Co-Pilot changes one to a crit. This also happens before Re-rolls from Target Locks or Ibtisam's natural ability.

 

*squee*

 

That being said, My fleet will have some serious troubles against a Swarm, but the guy currently dominating our local meta tends to run fleets of a 2-3 high-hull ships, averaging 30 hp per game.

Seeing your fleets, I'm giving some serious thought as to benching Ibtisam for Wedge, though I really really really wish I could make the points dance well enough to have Jan, Ibtisam, and Wedge all together.

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Wedge is awesome just because he directly reduces your opponents agility dice. With Ors backing him up that makes him lethal.

 

Another nasty trick is to give him Adrenaline Rush as his unique pilot skill with an R2 unit. If he needs to stress for a maneuver he uses Adrenaline Rush to do that move as a white. Hellishly useful for that time you want to turn quickly back into combat via the Star wars version of the Immelmann turn and keep your action for a nasty surprise. (This works well on B-Wings as well)

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After all my playtesting of the HWK, I cannot come up with any reason to run a blaster turret on Jan.  Bang for the buck, Jan + Ion Turret + Nien has been the only combination that made her worth the points invested.  Blaster turret, to me, begs for Recon Spec, Crow title, Too many points wrapped in a support ship I'd prefer to keep at range 3 or more from the action.  The Ion Turret on the other hand helps setup shots for the ship she is boosting, protects her from ptl or kturning -stressed baddies on her flank.  Nien I consider a must, as a 4 forward removing stress has been a Jan saving getaway tactic.

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Just had an epiphany about Jan

Jan Ors

-Nien Nunb

-Blaster Turret

[30]

Outer Rim Smuggler

-Gunner

-Weapons Engineer

[35]

Outer Rim Smuggler

-Gunner

-Weapons Engineer

[35]

No fancy interactions: just 5 dice at range 1 in a 360 arc, re-rollable and re-attackable, from two ships.

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I also found the following build on the thread "Ten Nunb and the Autoblaster". It was originally posted by Englishpete.

Jan Ors

-Ion Cannon Turret

-Nien Nunb

[30]

Ten Numb

-Fire-Control System

-Autoblaster

-Adrenaline Rush

[39]

Wedge Antilles

-R2 Astromech

[30]

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How about crazy-stupid amounts of Han Shoots First?

Jan Ors

-Nien Nunb

-Blaster Turret

-Moldy Crow

[33]

Han Solo

-Gunner

-Chewbacca

-Marksmanship

-Assault Missiles

-Shield Upgrade

[67]

Yeowch! 3 attack dice re-rolled and re-attacked is bad enough. Boosting it to 4, or 5 at range 1 is just silly.

For even more lols, swap Marksmanship for Expose/Opportunist and drop the Assault Missiles down to Concussions (or a Shield Upgrade for our Janet).

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